Ship.Update reads Turn and feeds the rotation thrusters and aether drives; it no longer reads the look direction or snaps Direction toward it. Steering.Toward is the one law from heading to demand (a heading astern now turns at full demand). HelmInput owns the face-the-aim state. Accelerate, Combat and MoveTo write Turn through Steering.Toward. Entity.LookDirection is renamed Aim in the simulation, the Unity readers and the tests. Unity player input follows in the next commit. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
95 lines
3.1 KiB
C#
95 lines
3.1 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UniRx;
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using CultMath;
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using static CultMath.math;
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using float2 = CultMath.float2;
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public class Agent
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{
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private const float FORWARD_DELTA_THRESHOLD = 20;
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private const float THRUST_DELTA_THRESHOLD = 1;
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protected BaseState _rootState;
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private BaseState _currentState;
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private VelocityLimit _velocityLimit;
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public AgentTask Task { get; set; }
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public Ship Ship { get; }
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public ItemManager ItemManager { get; }
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public GameplaySettings Settings { get; }
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public float TopSpeed => _velocityLimit?.Limit ?? 100;
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public Agent(Ship ship)
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{
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Ship = ship;
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ItemManager = Ship.ItemManager;
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Settings = Ship.ItemManager.GameplaySettings;
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_rootState = _currentState = new BaseState(this);
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_velocityLimit = Ship.GetBehavior<VelocityLimit>();
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}
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public void Transition(BaseState targetState, Action onTransition = null)
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{
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//ItemManager.Log($"{Ship.Name} changing state from {_currentState.GetType().Name} to {targetState.GetType().Name}");
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_currentState.OnExitState();
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_currentState = targetState;
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onTransition?.Invoke();
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_currentState.OnEnterState();
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}
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public void Update(float delta)
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{
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_currentState.Update(delta);
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foreach (var transition in _currentState.Transitions)
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if (transition.Condition())
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{
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Transition(transition.TargetState, transition.OnTransition);
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break;
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}
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}
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public void Accelerate(float2 targetVelocity, bool noTurn = false)
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{
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var deltaV = targetVelocity - Ship.Velocity;
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var deltaVMag = length(deltaV);
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var deltaVDirection = normalize(deltaV);
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// If Delta V is above the threshold, direct the ship towards the delta and use only main thrusters
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if (!noTurn && deltaVMag > FORWARD_DELTA_THRESHOLD)
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{
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Ship.Turn = Steering.Toward(Ship, deltaVDirection);
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Ship.MovementDirection = float2(0, pow(dot(Ship.Direction, deltaVDirection), 2));
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}
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// If Delta V is low, use all thrusters and leave Turn to the caller (MoveTo already pointed it at the target)
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else if(deltaVMag > THRUST_DELTA_THRESHOLD)
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{
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var right = Ship.Direction.Rotate(ItemRotation.Clockwise);
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Ship.MovementDirection = float2(dot(right, deltaVDirection), dot(Ship.Direction, deltaVDirection));
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}
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else
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{
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Ship.MovementDirection = float2.zero;
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}
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}
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}
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public class StateTransition
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{
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public StateTransition(BaseState targetState, Func<bool> condition, Action onTransition)
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{
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TargetState = targetState;
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Condition = condition;
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OnTransition = onTransition;
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}
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public BaseState TargetState { get; }
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public Func<bool> Condition { get; }
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public Action OnTransition { get; }
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}
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